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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-08-09 23:20:44 +0200
committerGitHub <noreply@github.com>2021-08-09 23:20:44 +0200
commit2de5d2361ac39e61c610d6fc0f161a1237ae2815 (patch)
tree393cad3673fe40a5291c7c5e458e5935b977d8a5 /scene/3d
parent7bcfc66fb4253fb121008809e4e81c5b704776b7 (diff)
parent5650c83e4b7f669066685a9f5526d7ec56e9b43d (diff)
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
Diffstat (limited to 'scene/3d')
-rw-r--r--scene/3d/physics_body_3d.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 100e3563a3..38104a8365 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1101,7 +1101,9 @@ void CharacterBody3D::move_and_slide() {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
- current_floor_velocity = bs->get_linear_velocity();
+ Transform3D gt = get_global_transform();
+ Vector3 local_position = gt.origin - bs->get_transform().origin;
+ current_floor_velocity = bs->get_velocity_at_local_position(local_position);
}
}